How is a cap more invasive than any other solution we've come up with so far?
Hello there. I'm not sure if you have read many of the points made against BP teams, but this is definitely more than the opinion of 'a few unhappy battlers'.i believe there are ways around baton pass and that it shouldnt be banned based on a few unhappy battlers
You don't know what the ability Mold Breaker does, do you? You know that ability that Roars through Sound Proof and Taunts through that along with Oblivious and Magic Bounce as well... seem familiar?
Except that gives the opponent more than enough time to set up their Ingrain so roar is effectively useless, or just get enough boosts to OHKO your taunt/roar-er with the appropriate move. These are our Mold Breaker Roar users:
And here you have Mold Breaker Taunt:Axew, Cranidos,Druddigon,Fraxure, Gyarados-Mega, Haxorus,Pancham, Pangoro, Rampardos (scratched out pre-evolutions).
Ignoring that most of them wouldn't be considered OU-viable by virtue of tier placement, something else stands out to me about these 10 pokemon (not exactly wide distribution): I think every one gets killed by Sylveon after one turn of setup (and if it has speed boosts the taunts won't even work and this gets really ugly).Axew,Basculin, Basculin-Blue-Striped,Druddigon,Fraxure,Gyarados-Mega, Hawlucha,Haxorus, Pangoro,Sawk, Throh (scratched out repetitions)
+1 4 SpA Pixilate Sylveon Hyper Voice vs. 252 HP / 4 SpD Druddigon: 446-528 (124.5 - 147.4%) -- guaranteed OHKOAll Sylveon needs is one CM boost and there go all those pokemon guaranteed bar Gyarados (who needs 1.9% damage prior to get the OHKO).
+1 4 SpA Pixilate Sylveon Hyper Voice vs. 4 HP / 0 SpD Mega Gyarados: 326-386 (98.1 - 116.2%) -- 87.5% chance to OHKO
+1 4 SpA Pixilate Sylveon Hyper Voice vs. 36 HP / 0 SpD Haxorus: 548-648 (181.4 - 214.5%) -- guaranteed OHKO
+1 4 SpA Pixilate Sylveon Hyper Voice vs. 252 HP / 4 SpD Pangoro: 1084-1276 (275.1 - 323.8%) -- guaranteed OHKO
+1 4 SpA Pixilate Sylveon Hyper Voice vs. 4 HP / 0 SpD Rampardos: 357-420 (106.2 - 125%) -- guaranteed OHKO
+1 4 SpA Pixilate Sylveon Hyper Voice vs. 0 HP / 0 SpD Basculin: 331-391 (117.7 - 139.1%) -- guaranteed OHKO
+1 4 SpA Pixilate Sylveon Hyper Voice vs. 4 HP / 0 SpD Hawlucha: 596-704 (200 - 236.2%) -- guaranteed OHKO
+1 4 SpA Pixilate Sylveon Hyper Voice vs. 4 HP / 0 SpD Sawk: 522-614 (178.7 - 210.2%) -- guaranteed OHKO
+1 4 SpA Pixilate Sylveon Hyper Voice vs. 252 HP / 4 SpD Throh: 468-552 (105.4 - 124.3%) -- guaranteed OHKO
Not to mention the fact that your opponent can just bring in their Magic Bouncer when you have your hazard lead out, which just gives them free hazards/setup and you a much worse time.
How is a cap more invasive than any other solution we've come up with so far?
Look the point of not having complex bans is nothing to do with practice, it is completely to do with simplicity of banlist. There is also one thing about suspect tests that you are missing: we don't usually revisit things. It is very rare that we revisit issues, because it wastes a lot of time and delays other things. We might do something like unban Genesect or something someday in the future when we have a more settled metagame, but there are multiple things to test after this; I really doubt we'll get to BP again for a while. Let's do it right the first time instead of 'testing hypotheses'. Finally less invasive is not necessarily better; in this scenario a more hard-handed approach to fix the issue is necessary.I understand your points on Speed Boost + Baton Pass and Magic Bounce + Baton Pass. I just respectively disagree here because it may be different in practice rather than on paper. Granted, I need to play with a cap of three and with my suggestion and compare and contrast them for an educated opinion.
My point on invasiveness is all about in practice, not on paper. A cap, though simpler on paper, is more invasive in practice because it restricts teambuilding in that regard, whereas Scolipede and Espeon can simply be replaced while full chains are both playable and easily counter-able. This argument goes down to philosophy, and I don't believe we are changing either of our minds.
It is true that a cap will generate data; however, it may be better to try less invasive options. If Baton Pass still proves a problem, we could always cap it later.
I actually think when you get to this point, the chain has been nerfed to the point where they aren't really an issue. Having actually tested 3-mon BP chains I can say with confidence that you don't really have a salvageable core.I'd say allowing 3 BP users on one team is too much. Scolipede/Espeon/Mega Scizor is all you need to boost every single stat to +6. Yes, it wouldn't be as solid as current Baton Pass teams, but it would still be more than solid enough to remain a usable "playstyle".
Honestly I don't see any legitimate reason for an actual team to have more than one baton pass user, but I suppose if your running Screens Espeon and Scolipede together for whatever reason I can see it.
In short, I would suggest a "Baton Pass Chain Clause" or something similar, limiting teams to 1-2 Baton Pass users, because 3 is still enough to salvage the core of a BP Chain.
The point of the thread is to find a way to control the playstyle because obviously a ton of people believe it has gotten out of hand. If someone thinks that limiting a team to only three users of the move is the way to do this, they're allowed to propose that. Rather than trying to preach about what this thread is about, offer up an alternate solution or at least offer some kind of constructive post.This is not the point of the thread. The point is to look for a balance, not to make an entire playstyle un-viable simply because people don't like it and refuse to adapt. Baton Pass as is is beatable, and this has been proven many times in the thread with well thought-out posts.
recycle + leppa berry + recover/pain split is banned under endless battle clause.Not a single move, ability, pokemon, or combination is banned. It is the least invasive in all respects.
I think the point that they were trying to make is that Baton Pass does not require a very high level of skill to execute correctly since it is normally degrades to your opponent hopelessly bringing in counter after counter to try and stop the chain while you rack up boosts, whereas any other team team would actually have some trouble if you brought in a counter to one of their pokemon.lmao a few pages back now sure but people are complaining about baton pass being 'dishonorable' are you fucking joking
if we're banning on 'honor' why not ban paralysis because it's shitty to get paralyzed?
Lol I'm not gonna bother arguing with anyone here. I think we've reached the point where we can say 'suspect testing' is code word for 'Here's the next thing we're banning to ubers.' Course in this instance that might not be the case and instead a complex ban might occur. Either way I still think full chain teams should be left alone and people all for 'changing' that are just looking for an easy way out. How else would you stop your generic stall and hyper offence teams from getting wrecked whenever they encountered said teams.Which is why we need to limit the number of baton passers to about 3. It's fair, it breaks the sheer amount of counters that can be put on a team while maintaining the chain, it preserves a move that is not broken by itself, and one more thing.
Just because you've done something one way in the past does not mean it's the best solution.
When was the last time YOU sacrificed a virgin to some primal god? Point I'm making here, is now that we're encroaching on a move with many more viable options other than pure BP teams, we have to be more careful with what we do- and to me, that means we avoid banning a pokemon, we avoid banning a move, we simply get as focused on the problem as possible, and the problem is chains.
I'm looking at you, "metagame" defenders.
You don't know what the ability Mold Breaker does, do you? You know that ability that Taunts through Magic Bounce and Roars through that along with Sound Proof as well... seem familiar?
I haven't actually participated in this discussion other than deleting some shitty posts and telling people not to make shitty posts, but I figured I might as well throw out my thoughts while I'm here.
If you don't have a Pokemon with Unaware, like my Quagsire in this replay:
http://replay.pokemonshowdown.com/ou-107756470
...you'll get destroyed. Baton Pass teams like this is the reason why when it comes to team building on my end, an Unaware Quagsire and/or Clefable ends up as a mandatory team member(s). I feel as if this centralization has limited my creativity when it comes to trying out new Pokemon, and I'm all for having BP nerfed in some way, shape or form or even banned.
I haven't actually participated in this discussion other than deleting some shitty posts and telling people not to make shitty posts, but I figured I might as well throw out my thoughts while I'm here.
Why is a Baton Pass suspect test not being discussed at all? If Baton Pass were to be suspected and subsequently banned, we'll have dealt with the issue at hand efficiently, effectively, and wholly. I can't think of any major downfalls outside of not being able to use the move outside of full Baton Pass teams. But when you think about it, coming up with some insane complex ban for Baton Pass totally goes against the way we operate. We avoid complex bans when we can, and this is a situation where it's absolutely feasible. You're not making anything else overpowered by banning it. You're not nerfing a ton of Pokemon by banning it. The only downside is that some Pokemon that utilized Baton Pass outside of full Baton Pass chains can no longer do that. But in that same way, when Mega Gengar was banned, some sweepers lost out on a lot of power by having more trouble handling their own checks and counters. You can't ban something without hurting something else, and I think this is a prime example of that.
Just stop wasting time and suspect Baton Pass.
Solosislove: DISCLAIMER: I am not a pro baton passer nor the best pokemon battler. Bad plays are bound to happen.
Mega Char Y is a pain to deal with, but is far from impossible. Once you get Sylveon in (through plays like BPing to Vaporeon and getting Sylveon in on a Solar Beam), you can just set up CM and it's over. You can also just stall out Fire Blasts, which isn't that hard given Substitutes, Vaporeon's resist, Mime's Encore, misses, etc. This is from personal experience testing BP; these Pokemon are FAR from an autoloss.
The issue I have with this is that "counter" means switching in. The best counter to BP teams is leading properly. Of course nothing switches into a Baton pass chain five turns down the line, but all you have to do is lead with a good poke and you'll be able to, as the great Fleetwood Mac indicated, break the chain.Yeah, I think you fail to understand the definition of a counter. Pokémon A counters Pokémon B if Pokémon A can manually switch into Pokémon B and still win every time, even under the worst case scenario, without factoring in hax.
Mold Breaker isn't a check nor a counter. Mold Breaker also has poor distribution, and the few who run Mold Breaker are offensive threats, and applying Taunt is suboptimal. Furthermore, Mold Breaker Taunt users are outpaced by existence of Speed Boost.
Your idea of a 'counter' is truly a Taunting Mega Gyrados? Mega Gyrados fails to counter or stop Baton Pass, and is entirely outsped.
If you don't have a Pokemon with Unaware, like my Quagsire in this replay:
http://replay.pokemonshowdown.com/ou-107756470
...you'll get destroyed. Baton Pass teams like this is the reason why when it comes to team building on my end, an Unaware Quagsire and/or Clefable ends up as a mandatory team member(s). I feel as if this centralization has limited my creativity when it comes to trying out new Pokemon, and I'm all for having BP nerfed in some way, shape or form or even banned.